Denis Ershov's Avatar

Denis Ershov

@huntlier

Rendering Engineer at Eagle Dynamics. Opinions are my own.

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01.11.2023
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Latest posts by Denis Ershov @huntlier

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GitHub - adobe/openpbr-bsdf: Adobe's reference implementation of the OpenPBR BSDF Adobe's reference implementation of the OpenPBR BSDF - adobe/openpbr-bsdf

Adobe just released an Apache-2.0 licensed reference implementation of the OpenPBR Surface standard, extracted from their in-house Eclair renderer.

Neat trick: the reference implementation cross-compiles for C++, GLSL, Cuda, Metal, and Slang!

github.com/adobe/openpb...

09.03.2026 17:01 ๐Ÿ‘ 35 ๐Ÿ” 6 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.

Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.

I finally wrapped up the second post on the series about micro-shadowing. On this one I go over a basic approach based on a microsurface, and I show results for different materials and lighting conditions.

irradiance.ca/posts/micros...

05.03.2026 21:49 ๐Ÿ‘ 43 ๐Ÿ” 12 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages YouTube video by Graphics Programming Conference

Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...

youtu.be/mvCoqCic3nE?...

05.03.2026 10:29 ๐Ÿ‘ 33 ๐Ÿ” 15 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Vulkan memory barriers and image layouts explained โ€“ RasterGrid | Software Consultancy

Vulkan memory barriers and image layouts explained www.rastergrid.com/blog/gpu-tec...

03.03.2026 21:25 ๐Ÿ‘ 32 ๐Ÿ” 9 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Making Video Games in 2025 (without an engine) Thoughts, tools, and libraries I use to make games

lovely old article by @noelfb.bsky.social is on the-orange-site www.noelberry.ca/posts/making... love it! one thing that struck me (re)reading it was that your goal makes a HUGE difference: are u making your own game tools *to make a game you have in mind* or *to make your own game tools*

02.03.2026 09:44 ๐Ÿ‘ 45 ๐Ÿ” 5 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 1
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Real-time Rendering with a Neural Irradiance Volume
Delivering fast inference (~1ms/frame), a tiny memory footprint (1-5MB), 10x quality gains over probe-based methods @ equivalent mem budgets, bringing neural rendering within reach of consumer hardware without RT or denoising.
arnocoomans.be/eg2026

27.02.2026 09:32 ๐Ÿ‘ 58 ๐Ÿ” 15 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 429 - February 22nd, 2026 www.jendrikillner.com/post/graphic...

23.02.2026 14:56 ๐Ÿ‘ 49 ๐Ÿ” 17 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
How I made a shooter game in 64 KB
How I made a shooter game in 64 KB YouTube video by daivuk

Over the last year, I made a shooter game in 64 KB
youtu.be/qht68vFaa1M

18.02.2026 00:25 ๐Ÿ‘ 22 ๐Ÿ” 8 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 4
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I'd like to share @daqilin.bsky.social and I co-authored a chapter in the latest GPU Zen 4 book.

We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year.

The book is now available on Amazon.

20.02.2026 17:10 ๐Ÿ‘ 50 ๐Ÿ” 10 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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๐Ÿงต I've been experimenting with caching the best lights in world space to improve NEE sampling. Inspired by ReGIR, MegaLights, and www.yiningkarlli.com/projects/cac....

19.02.2026 02:13 ๐Ÿ‘ 47 ๐Ÿ” 7 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 1
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Dear ImGui 1.92.6 released!
github.com/ocornut/imgu...
~80 fixes/improvements/additions
(incl. new default scalable vector font matching classic font, color markers on multi-components widgets, many fixes for fonts, tables, tree nodes, text input, navigation, viewports, backends...)

17.02.2026 22:59 ๐Ÿ‘ 76 ๐Ÿ” 10 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 3
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Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...

17.02.2026 17:13 ๐Ÿ‘ 50 ๐Ÿ” 20 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 1
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Forget Superresolution, Sample Adaptively (when Path Tracing) Real-time path tracing increasingly operates under extremely low sampling budgets, often below one sample per pixel, as rendering complexity, resolution, and frame-rate requirements continue to rise. ...

Interesting paper showing great results for replacing standard low-res rendering + temporal upsampling (DLSS) with high-res GBuffer + adaptive sampling. Makes sense given rising costs of lighting computations vs GBuffer. arxiv.org/abs/2602.08642

14.02.2026 14:40 ๐Ÿ‘ 38 ๐Ÿ” 10 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
"Project Echo" early pre-alpha footage
"Project Echo" early pre-alpha footage YouTube video by Molecular Matters

I've been working on something new since August 2025 and have decided to finally spill the beans:
Introducing "Project Echo", a deterministic Record & Replay tool for PS5:
www.youtube.com/watch?v=K_sd...

Please read the video description and let me know your brutally honest feedback!

12.02.2026 16:50 ๐Ÿ‘ 50 ๐Ÿ” 13 ๐Ÿ’ฌ 16 ๐Ÿ“Œ 6
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New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs

29.01.2026 12:22 ๐Ÿ‘ 164 ๐Ÿ” 30 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 2

Short conclusion of this Weekend project using Claude Code:

It currently feels like it's going to be more like this for the majority of people for at least the nearest future, butchering the lovely graphic from @mjwhansen.com:

26.01.2026 09:21 ๐Ÿ‘ 17 ๐Ÿ” 5 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 0
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I made a directional noise type I call Phacelle Noise which is pretty fast!

Is it new or does something functionally identical already exist? I'm not sure! But I didn't come across one like this yet anyway, so here's my findings:
blog.runevision.com/2026/01/phac...

#Graphics #Shaders #Shadertoy

22.01.2026 15:50 ๐Ÿ‘ 98 ๐Ÿ” 16 ๐Ÿ’ฌ 5 ๐Ÿ“Œ 0
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This post shows how to get different constants for the R2 low discrepancy sampling sequence which have the same properties, but are smaller valued, so behave better in floating point at high sample counts.
www.martysmods.com/a-better-r2-...

20.01.2026 21:55 ๐Ÿ‘ 23 ๐Ÿ” 7 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...

15.01.2026 15:11 ๐Ÿ‘ 74 ๐Ÿ” 23 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...

12.01.2026 22:48 ๐Ÿ‘ 26 ๐Ÿ” 9 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
A strand based hair simulation running on GPU
A strand based hair simulation running on GPU YouTube video by Jorrit Rouwe

A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o

10.01.2026 21:07 ๐Ÿ‘ 85 ๐Ÿ” 17 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 0
(Ab)using Shader Execution Reordering - Dieter's Blog Notes on creative usage of shader execution reordering

New blog post is finally up: (Ab)using Shader Execution Reordering.

A bit of outside the box usage of SER (for better or worse).

debaetsd.github.io/posts/ser/

08.01.2026 18:59 ๐Ÿ‘ 34 ๐Ÿ” 7 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
I'm making a game engine based on dynamic signed distance fields (SDFs)
I'm making a game engine based on dynamic signed distance fields (SDFs) YouTube video by Mike Turitzin

The video:

youtu.be/il-TXbn5iMA

06.01.2026 19:53 ๐Ÿ‘ 214 ๐Ÿ” 58 ๐Ÿ’ฌ 20 ๐Ÿ“Œ 15

The fact that the entire industry is now wasting time working on, integrating, analyzing, reviewing, and commenting on frame generation is so sad. Surely there are actually productive things we all can be doing instead.

06.01.2026 04:34 ๐Ÿ‘ 48 ๐Ÿ” 2 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0
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Graphics Programming Conference The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.

All the presentations slides of the Graphics Programming Conference 2025 are up #GPC2025
graphicsprogrammingconference.com/archive/2025/

05.01.2026 10:30 ๐Ÿ‘ 34 ๐Ÿ” 12 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
How to Vulkan in 2026 - How to Vulkan How to write Vulkan graphics code in 2026

My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com

I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.

03.01.2026 18:15 ๐Ÿ‘ 76 ๐Ÿ” 29 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
TinyDiffRast A tiny course on differentiable rasterization.

This is a great introduction to differentiable / inverse rendering - rasterization specifically.
I've read through it and am currently working on implementing some things.
jjbannister.github.io/tinydiffrast/

02.01.2026 19:33 ๐Ÿ‘ 41 ๐Ÿ” 7 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
An Experimental Approach to printf in HLSL Bringing the best form of debugging to shaders!

"An Experimental Approach to printf in HLSL" from the one and only
www.abolishcrlf.org/2025/12/31/P...

31.12.2025 22:05 ๐Ÿ‘ 14 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Alex Tardif: Graphics Programmer

New post up!

Bindless Oriented Graphics Programming
alextardif.com/BindlessProg...

30.12.2025 21:45 ๐Ÿ‘ 66 ๐Ÿ” 18 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 1
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New post! "Realtime Raytracing in Bevy 0.18 (Solari)"

jms55.github.io/posts/2025-1...

27.12.2025 20:51 ๐Ÿ‘ 63 ๐Ÿ” 12 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0